00:50:48 Stable (0.29) branch on cbro.berotato.org updated to: 0.29.1-2-gbd0b4ee654 00:58:36 Stable (0.29) branch on crawl.kelbi.org updated to: 0.29.1-2-gbd0b4ee654 00:59:53 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-4837-gdd944a72e4 02:17:23 -!- Discord|1 is now known as Discord| 03:22:46 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-4837-gdd944a72e4 09:00:14 anyone ever discussed making a 'scroll of create artefact' which would make an item in inventory into a randart? 09:00:41 sounds igni-ish 09:00:54 (igni ipthes never made it into the game) 09:01:14 i was looking through the code and aat first glance it seems pretty easy to implement, add a scroll which would call "bool make_item_randart(item_def &item, bool force_mundane)" from artefact.cc on the target item 09:06:03 make_item_randart even checks for valid item types so return false would simply cancel the scroll function with a note to the effect of 'can become an artefact' 09:09:25 <05k​ate> i don't think that's something that would be added as any kind of consumable, it'd have to be extremely rare and i also don't think letting you pick the base type makes it that interestingly different from just generating a random randart (or a scroll of acquirement) 09:09:31 'cant become an artefact' 09:11:01 @kate i think it would add a little more player investment / attachment to their character. agreed, very rare, rare or rarer as acquirement 09:11:51 if it's as rare as ?acq or just finding an artefact, seems to me you get very little over that 09:11:55 just a thought 09:39:38 <05k​ate> hmm, does anyone remember getting jiyva's jelly missile mutation any time in recent memory, and also having it do something? 09:39:49 <05k​ate> somehow i've found myself diving into both beam.cc and ranged-attack.cc which is a very scary combination, but as far as i can tell that mutation currently does nothing, and might have done nothing since 2014? (it was added in 2013) 09:40:17 <05k​ate> !source beam.cc:3952 09:40:18 <04C​erebot> https://github.com/crawl/crawl/blob/master/crawl-ref/source/beam.cc#L3952 09:41:11 <05k​ate> this whole block looks like dead code, because ranged attacks all happen elsewhere 09:42:16 <08n​icolae> lmao 09:42:33 <05k​ate> (i guess in the distant past you also used to get an AC-based chance to avoid curare, which hasn't existed since the ranged rework either) 10:01:23 <10P​leasingFungus> lol 10:02:16 <05k​ate> i feel like the "correct" fix here is to remove the mutation, but also, it's a cute concept so maybe i'll try and get it to actually work again 10:36:47 <08n​icolae> that's the one where the jelly eats projectiles and heals you, c/d 11:16:34 <10P​leasingFungus> it’s super cute! 11:19:25 <09g​ammafunk> Slime is not cute. 11:19:57 <09g​ammafunk> Don't care what ??crawl_confessions says 15:42:22 03kate-02 07* 0.30-a0-306-g959d978c02: Remove an obsolete reference to Scattershot 10(24 hours ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/959d978c026d 15:42:22 03kate-02 07* 0.30-a0-307-g1a7143a415: Fix Jiyva's jelly missile mutation 10(5 hours ago, 2 files, 27+ 12-) 13https://github.com/crawl/crawl/commit/1a7143a415ac 15:42:22 03kate-02 07* 0.30-a0-308-g95ba73633e: Improve Jiyva's jelly missile mutation 10(20 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/95ba73633e49 15:42:22 03kate-02 07* 0.30-a0-309-g0f8422e3f7: Remove more obsolete missile handling code 10(5 hours ago, 2 files, 16+ 58-) 13https://github.com/crawl/crawl/commit/0f8422e3f724 15:42:22 03kate-02 07* 0.30-a0-310-g7d6cbdfea6: Capitalise the Lochaber axe (Aliscans) 10(14 minutes ago, 2 files, 4+ 4-) 13https://github.com/crawl/crawl/commit/7d6cbdfea63f 15:48:08 <10P​leasingFungus> !clap save the precious jellies 15:48:10 <04C​erebot> 👏 save 👏 the 👏 precious 👏 jellies 👏 15:50:14 Jiyva gurgles merrily 15:52:11 Unstable branch on crawl.kelbi.org updated to: 0.30-a0-310-g7d6cbdfea6 (34) 16:45:18 hey gammafunk 16:45:28 gammafunk_depths_water_palace is mean. :( 17:14:23 <09g​ammafunk> perryprog: you bet it is. That was the first really elaborate vault I ever made. It actually started as a much simpler end vault for the Ill-fated forest branch. When that branch got removed, I went all out to rework it into something with a lot more character and visuals…and a lot more danger 17:15:32 I have to admit that even though it heckin' killed me it was super dope 17:15:40 I love its themeing 18:02:33 <09g​ammafunk> yeah, next time you'll probably be more careful and will be victorious 18:03:06 Yeah I'm only at like 248 attempts at this build 18:03:40 <09g​ammafunk> the final section is flooded to make combat with water penalties a big thing, but of course you can use some form of flight, or fight in the doorways, or even dig or burn trees. I intentionally put trees and rock in that back area so observant people could make land in a pinch if they needed it 18:05:29 ya retroactively I realized there was a lot of situational stuff that I missed that if I was on less-autopilot I would've (hopefully) noticed. That's one of the things I love so much about these "OOD" hard vaults—they aren't in a predetermined placed like Elf:3 or V:5. You have to either recognize them by memory, or recognize that you need to /treat/ this like an end vault. 18:05:55 It's reminiscent of the way OOD uniques also force you to break out of an autopilot behavior. 18:07:03 <09g​ammafunk> right, they break up the regularity of uniform density of monsters (in terms of numbers and threats) throughout the regular level layout 18:08:42 game's good 18:09:58 (Plus, I just love end vaults in general and wish there were more in that style—randomly placed or as branch endpieces regardless) 18:21:04 <08n​icolae> yeah, ood monsters are good for that, which is why i'm putting a juggernaut on d:3 19:37:02 <09g​ammafunk> perryprog: Big setpiece vaults like that do take a lot of work, relatively speaking. I agree they are pretty exciting content if they don't overstay their welcome and if they strike the right balance. But they do take a lot of care to balance and usually need a bunch of iteration. If you ever feel motivated, you could try your hand at making vaults like that for Dungeon, Depths, or try making a new branch end. Pretty much all branches 19:37:02 can always use more branch end vaults. 19:39:23 <09g​ammafunk> Large themed vaults need to have a coherent idea that ideally allows the vautl to have multiple parts that sort of "unfold" as the player goes through the vault. So it doesn't just feel like one big rush of all the monsters at once. But it does depend on what kind of experience you want to go for. 21:49:20 <08n​icolae> what if the experience you want is "one big rush of all the monsters at once" 22:34:45 Unstable branch on crawl.develz.org updated to: 0.30-a0-310-g7d6cbdfea6 (34) 22:56:35 Windows builds of master branch on crawl.develz.org updated to: 0.30-a0-310-g7d6cbdfea6 23:16:36 Unstable branch on cbro.berotato.org updated to: 0.30-a0-310-g7d6cbdfea6 (34) 23:54:18 Monster database of master branch on crawl.develz.org updated to: 0.30-a0-310-g7d6cbdfea6